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A jam submission

Motion ParadoxView game page

A steampunk-esque top-down action shooter game within an unstable dimension.
Submitted by CST Games — 12 seconds before the deadline
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Motion Paradox's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#1732.1932.300
Graphics#1852.3842.500
Gameplay#1971.9072.000
Overall#1992.1452.250
Authenticity (or, Creativity in use of resolution)#2192.0982.200

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Themes
At first I was thinking of going with the "Unconventional Weapon" theme with the player's gun could only be reloaded if he was standing still. But later scratched that idea and replaced with the flow of time instead. So I don't think it still counts as that theme, but whatever.

Tools
Unity, VS Code, Aseprite, Photoshop, LabChirp

Lessons
It was fun to develop this game, even though I started working on it just 3 days before the jam ended. I learned a lot during the process, such as implementing segmented health bars and using Unity's new input system. I also had the chance to improve my pixel art skills.

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Comments

Submitted(+1)

I love the idea! Though, I will have to say, there might be pixel art, but not necessarily 64x64 pixels. There are many raw angles that escape the 64 pixel boundaries! Other than that, fun!

Submitted

I like the background sounds and the gun. :) Not bad for only 72 hours!

Developer(+1)

Thank you, I really appreciate it!

Submitted(+1)

The base idea is pretty cool here, I’d love to see what you would create with more time here. Two issues I have atm are the following:

Sometimes enemies just don’t respect the “time stops if you move” rule, they just fly straight forward as they would.

Since you can be hurt by your own bullets, I would add some kind of red highlight to them so the player actually sees them, because on the first few runs I was kinda puzzle what killed me.

Your UI and effects (trails) being off-resolution is kinda a bummer as well, otherwise everything is in place for a cool game for the future! Graphics are nice, shoot sound could be a bit deeper but is not bad. Well done!

image.png

Developer

Thank you for your feedback, Achie!

I fully acknowledged those issues you pointed out. Regarding the enemies' behavior, you might have stopped the time right after they initiated their charge attacks. The charge force wasn't taking the scale of time into account, which led to the observed behavior. Second, I agreed that your own bullets were hard to spot sometimes as they could blend into the surroundings, which caught the player off guard sometimes. Those issues will definitely be taken care of in the post-jam version, as well as other planned features that I couldn't implement because of the lack of time. It's gonna be fun and I'm excited to share it with you in the future. Cheers!

Submitted(+1)

It would be nice to be able to enjoy a game like this in true 64x64 canvas. The simplicity of the mechanic creates so much potential to polish, and I would love to see more of it!

Developer(+1)

Thank you for playing my silly game and leaving a feedback!

At first I also thought of not scaling the game beyond the true 64x64 canvas, but then I quickly realized that it would be too hard to move around, or even keep an eye on the incoming enemies and projectiles. The game feels a bit incomplete right now, as I started working on it in the last 3 days of the jam. However, I'm currently developing a post-jam version to fully implement all the features I had planned but couldn't include, so we'll see how it turns out in the future!

Submitted(+1)

Great Graphics and catching Promo Image. Sadly gameplay is not well developed because it appears that if you just move all the time nothing happens and you complete the game when 5 minute timer ends. Even for 72 hours build looks like you could make only player's bullets being affected by time mechanic. So overall - good concept, not so good realization.

Developer (1 edit)

Thank you for your feedback!

I made that cover image literally at the last hours of the jams lol, but it somehow came out pretty good and I was proud of it. I was intended to make the portal's timer so affected by the main mechanic, but I was not sure if it's was a good idea because it would take way more than 5 minutes to escape. Unfortunately, the game was made within the last 72 hours of the jam, so it inevitably had some issues. If only I had more time to work on it I would have been able to implement the concept more thoroughly.

Again, thanks for your feedback, and good luck on your submission!

Submitted(+1)

The idea is very solid, in my opinion. I do think the game needed some time in the oven, tho. Found a bug where my character stands still and can't move, the gear spawning is very confusing. The game camera moves too much, which made me feel a headache in a few minutes, I would recommend making a threshold to move the camera only if the player leaves the central area, or maybe a fixed camera. In games with higher resolutions and slower cameras, it works fine, but in this specific situation it really feels clumky.

Screenshake would also help to make the game feel more satisfying, and more game juice would definitely benefit the experience. Changing the gun SFX and adding more particles that could slow down or accelerate to sell the ffect of hitting something would (in my opinion) greatly benefit the game. Also, currently, the game is at 64x64 but it renders at a higher resolution, which I wouldn't really comment on any other jam but in the LOWREZJAM it kind of loses the point of the res being the limiting factor.

I hope I'm not coming as too harsh here, because you made the game in 72 hours, and the 64x64 limitation is REALLY hard, I banged my head against the wall to figure out some simple stuff, like how I would make my camera (and I still think there's so much I could improve in my own project), but I do hope you consider some of the points I'm making for your next projects, good luck!!

-Thomas

Developer(+1)

Thank you so much a very detailed and long comment!

I agree that the camera is a bit annoying sometimes, it's hard to implement a good camera movement for a fast-paced game like this, not even factor in the restricted resolution on top of that. Initially I went with the fixed camera approach at first, but then I thought it would be hard for the player to dodge the enemies' attacks so I scratched it and decided to have the camera followed the player instead. But it definitely needs some more adjustments to be smooth.

As you said that the game was scaled up from the original 64x64 resolution was kind of lose the point of the jam, but there's a rule mentions that scaling the game window beyond 64x64 is allowed, as long as the actual resolution of 64x64 is maintained. I think you might miss that one, since it's written in the FAQ section at bottom of the jam overview page.

But again, thank you for your feedback on this silly game of mine! I'll definitely take some of your advices into account for my next projects, good luck to your submission as well.

Submitted

No problem! Just wanted to give some feedback.

I think my original comment sounds a bit confusing, re-reading it now, but what I meant with the higher window is the scaling itself of the pixel art, like, usually in a game engine there's 2 ways to render pixel art, the literal resolution (64x64 in this case) scaled many times, or scaling at a higher resolution, which doesn't have the chunky pixels, that's what I meant, like, when you rotate the arm of the character, it renders the sprite without losing any detail. 

Hoping to see how your next projects will progress, thank you for responding!

-Thomas